Types/RotatedAnimation: Difference between revisions

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(I couldn't confirm this, from what I saw for example in the north south defined cast, east should be map to north and west to south)
(Removed old prototype docs)
Tag: Replaced
 
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== Mandatory properties ==
<div class="stub"><p>'''The prototype docs have moved to a new website with an improved format.''' This documentation page can now be found here: [https://lua-api.factorio.com/latest/types/RotatedAnimation.html https://lua-api.factorio.com/latest/types/RotatedAnimation.html]


=== direction_count ===
</p><p>This wiki page is no longer updated and '''will be removed at some point in the future''', so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback [https://forums.factorio.com/viewforum.php?f=233 on the forums].</p></div>
'''Type''': [[Types/uint32]]
 
The sequential animation instance is loaded equal to the entities direction within the direction_count setting.
 
Direction count to [[Types/Direction]] (animation sequence number):
*'''1''' - '''North''' (1)
*'''2''' - '''North''' (1), South (2)
*'''4''' - '''North''' (1), '''East''' (2), '''South''' (3), '''West''' (4)
*'''8''' - '''North''' (1), '''Northeast''' (2), '''East''' (3), '''Southeast''' (4), '''South''' (5), '''Southwest''' (6), '''West''' (7), '''Northwest''' (8)
 
== Optional properties ==
 
=== layers ===
'''Type''': [[Types/table]] of [[Types/RotatedAnimation]]
 
If this property is present, all RotatedAnimation definitions have to be placed as entries in the array, and they will all be loaded from there. Each item (RotatedAnimation definition) in the array may also have the <code>layers</code> property.
 
If this property is present, all other properties are ignored and the mandatory properties do not have to be defined.
 
Layers may not be an empty table.
 
=== hr_version ===
'''Type''': [[Types/RotatedAnimation]]
 
If this property exists and high resolution sprites are turned on, its contents are used to load the RotatedAnimation.
 
=== filename ===
'''Type''': [[Types/FileName]]
 
'''Default''': ""
 
Mandatory if <code>stripes</code> and <code>filenames</code> is not specified.
 
=== filenames ===
'''Type''': [[types/table]] of [[Types/FileName]]
 
'''Default''': ""
 
Only loaded if <code>stripes</code> is not present.
 
=== slice ===
'''Type''': [[Types/uint32]]
 
Mandatory if <code>filenames</code> is present.
 
=== lines_per_file ===
'''Type''': [[Types/uint32]]
 
Mandatory if <code>filenames</code> is present.
 
=== priority ===
'''Type''': [[Types/SpritePriority]]
 
'''Default''': "medium"
 
=== flags ===
'''Type''': [[Types/SpriteFlags]]
 
=== size ===
'''Type''': [[Types/SpriteSizeType]] or [[Types/table]] of [[Types/SpriteSizeType]]
 
The width and height of the one frame. If this is an array, the first member of the array is the width and the second is the height. Otherwise the size is both width and height.
 
Width and height may only be in the range of 0-8192.
 
=== width ===
'''Type''': [[Types/SpriteSizeType]]
 
Mandatory if <code>size</code> is not given. Width of one frame in pixels, from 0-8192.
 
=== height ===
'''Type''': [[Types/SpriteSizeType]]
 
Mandatory if <code>size</code> is not given. Height of one frame in pixels, from 0-8192.
 
=== x ===
'''Type''': [[Types/SpriteSizeType]]
 
'''Default''': 0
 
Horizontal position of the animation in the source file in pixels.
 
=== y ===
'''Type''': [[Types/SpriteSizeType]]
 
'''Default''': 0
 
Vertical position of the animation in the source file in pixels.
 
=== position ===
'''Type''': [[Types/table]] of [[Types/SpriteSizeType]]
 
Loaded only when <code>x</code> and <code>y</code> are both 0. The first member of the array is x and the second is y.
 
=== shift ===
'''Type''': [[Types/vector]]
 
'''Default''': {0, 0}
 
=== scale ===
'''Type''': [[Types/double]]
 
'''Default''': 1
 
Values different than 1 specify the scale of the animation on default zoom.
Scale 2 means that the picture will be 2 times bigger on screen (and more pixelated).
 
=== draw_as_shadow ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
Only one of <code>draw_as_shadow</code>, <code>draw_as_glow</code> and <code>draw_as_light</code> can be true. <code>draw_as_shadow</code> takes precedence over <code>draw_as_glow</code> and <code>draw_as_light</code>.
 
=== draw_as_glow ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
Only one of <code>draw_as_shadow</code>, <code>draw_as_glow</code> and <code>draw_as_light</code> can be true. <code>draw_as_glow</code> takes precedence over <code>draw_as_light</code>.
 
Draws first as a normal sprite, and again as a light layer.<sup>[https://forums.factorio.com/91682]</sup>
 
=== draw_as_light ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
Only one of <code>draw_as_shadow</code>, <code>draw_as_glow</code> and <code>draw_as_light</code> can be true.
 
=== mipmap_count ===
'''Type''': [[Types/uint8]]
 
'''Default''': 0
 
Only loaded if this is an icon (has flag "group=icon" or "group=gui").
 
=== apply_runtime_tint ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
=== tint ===
'''Type''': [[Types/Color]]
 
'''Default''': {r=1, g=1, b=1, a=1} (white)
 
=== blend_mode ===
'''Type''': [[Types/BlendMode]]
 
'''Default''': "normal"''
 
=== load_in_minimal_mode ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
Minimal mode is entered when mod loading fails. You are in it when you see the gray box after (part of) the loading screen that tells you a mod error ([https://cdn.discordapp.com/attachments/340530709712076801/532315796626472972/unknown.png Example]). If you are a modder, you can just ignore this property.
 
=== premul_alpha ===
'''Type''': [[Types/bool]]
 
'''Default''': true
 
Whether alpha should be premultiplied.
 
=== generate_sdf ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
Unused.
 
=== run_mode ===
'''Type''': [[Types/string]]
 
'''Default''': "forward"
 
Possible values are:
*forward
*backward
*forward-then-backward
 
=== frame_count ===
'''Type''': [[Types/uint32]]
 
'''Default''': 1
 
Can't be 0.
 
=== line_length ===
'''Type''': [[Types/uint32]]
 
'''Default''': 0
 
Once the specified number of pictures is loaded, other pictures are loaded on other line.
This is to allow having longer animations in matrix, to avoid pictures with too big width.
The game engine limits the width of any input picture to 2048px, so it is compatible with most graphics cards.
 
=== animation_speed ===
'''Type''': [[Types/float]]
 
'''Default''': 1
 
Modifier of the animation playing speed, the default is 1, which means one animation frame per tick (60 fps).
The speed of playing can often vary depending on the usage (output of steam engine for example). Has to be greater than 0.
 
=== max_advance ===
'''Type''': [[Types/float]]
 
'''Default''': MAX_FLOAT
 
=== repeat_count ===
'''Type''': [[Types/uint8]]
 
'''Default''': 1
 
Can't be 0.
 
=== dice ===
'''Type''': [[Types/uint8]]
 
=== dice_x ===
'''Type''': [[Types/uint8]]
 
=== dice_y ===
'''Type''': [[Types/uint8]]
 
=== frame_sequence ===
'''Type''': [[Types/AnimationFrameSequence]]
 
=== still_frame ===
'''Type''': [[Types/uint32]]
 
'''Default''': 0
 
=== axially_symmetrical ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
If true, <code>direction_count</code> must be greater than 1.
 
=== counterclockwise ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
=== middle_orientation ===
'''Type''': [[Types/RealOrientation]]
 
'''Default''': 0.5
 
=== orientation_range ===
'''Type''': [[Types/float]]
 
'''Default''': 1
 
Automatically clamped to be between 0 and 1.
 
=== apply_projection ===
'''Type''': [[Types/bool]]
 
'''Default''': true
 
=== stripes ===
'''Type''': [[Types/table|table]] (array) of [[Types/Stripe|Stripe]]
 
{{Prototype property type usage|{{FULLPAGENAME}}}}

Latest revision as of 14:32, 25 October 2024

The prototype docs have moved to a new website with an improved format. This documentation page can now be found here: https://lua-api.factorio.com/latest/types/RotatedAnimation.html

This wiki page is no longer updated and will be removed at some point in the future, so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback on the forums.